chore: make the code more readable in menumanager
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74d8e904b2
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dca462803f
1 changed files with 44 additions and 40 deletions
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@ -110,15 +110,15 @@ function MenuSystem:menuExist(name)
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return (self.menus[name] ~= nil)
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end
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function MenuSystem:switchMenu(menu)
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for k,v in pairs(self.menus) do
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if k == menu then
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v:getFocus()
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v:setVisibility(true)
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v:setActivity(true)
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function MenuSystem:switchMenu(menuName)
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for name, guiElement in pairs(self.menus) do
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if (name == menuName) then
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guiElement:getFocus()
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guiElement:setVisibility(true)
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guiElement:setActivity(true)
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else
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v:setVisibility(false)
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v:setActivity(false)
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guiElement:setVisibility(false)
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guiElement:setActivity(false)
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end
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end
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end
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@ -156,38 +156,39 @@ function MenuSystem:setMenuVisibility(menu, visibility)
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end
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function MenuSystem:setAllMenuVisibility(visibility)
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for k,v in pairs(self.menus) do
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v:setVisibility(visibility)
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for _, guiElement in pairs(self.menus) do
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guiElement:setVisibility(visibility)
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end
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end
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function MenuSystem:setAllMenuActivity(activity)
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for k,v in pairs(self.menus) do
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v.isActive = activity
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for _, guiElement in pairs(self.menus) do
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guiElement.isActive = activity
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end
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end
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function MenuSystem:removeDestroyedMenus()
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-- On retire les entitées marquées comme supprimées
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for k,v in pairs(self.menus) do
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if (v.isDestroyed == true) then
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self.menus[k] = nil
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for name, guiElement in pairs(self.menus) do
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if (guiElement.isDestroyed == true) then
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self.menus[name] = nil
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end
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end
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end
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-- SOUND FUNCTIONS
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-- Add sounds to every menus
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-- TODO: rework to be used directly by widgets later
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function MenuSystem:setSoundFromSceneAssets(soundname)
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for k,v in pairs(self.menus) do
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v:setSoundFromSceneAssets(soundname)
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for _, guiElement in pairs(self.menus) do
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guiElement:setSoundFromSceneAssets(soundname)
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end
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end
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function MenuSystem:setSound(soundasset)
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for k,v in pairs(self.menus) do
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v:setSound(soundasset)
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for _, guiElement in pairs(self.menus) do
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guiElement:setSound(soundasset)
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end
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end
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@ -197,17 +198,18 @@ end
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function MenuSystem:update(dt)
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if (self.isActive) then
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self:removeDestroyedMenus()
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for k,v in pairs(self.menus) do
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v:update(dt)
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v:updateWidgets(dt)
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for _, guiElement in pairs(self.menus) do
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guiElement:update(dt)
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--TODO: move this inside the menu
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guiElement:updateWidgets(dt)
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end
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if self.menus[self.focusedMenu] ~= nil then
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-- Only check buttons if the current focused menu is actually active
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if self.menus[self.focusedMenu].isActive then
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for k,v in pairs(self.keys) do
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if self.keys[k].isPressed then
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self.menus[self.focusedMenu]:keyreleased(k)
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for keyname, keydata in pairs(self.keys) do
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if self.keys[keyname].isPressed then
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self.menus[self.focusedMenu]:keyreleased(keyname)
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end
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end
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end
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@ -221,10 +223,11 @@ end
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function MenuSystem:mousemoved(x, y, dx, dy)
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if (self.isActive) then
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for k,v in pairs(self.menus) do
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if v.isActive then
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if (x > v.x) and (x < v.x + v.w) and (y > v.y) and (y < v.y + v.h) then
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v:mousemoved(x - v.x, y - v.y)
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for _, guiElement in pairs(self.menus) do
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if guiElement.isActive then
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if guiElement:areCoordInside(x, y) then
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local xx, yy = guiElement:getRelativeCoordinate(x, y)
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guiElement:mousemoved(xx, yy)
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break;
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end
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end
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@ -235,10 +238,11 @@ end
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function MenuSystem:mousepressed( x, y, button, istouch )
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if (self.isActive) then
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for k,v in pairs(self.menus) do
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if v.isActive then
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if (x > v.x) and (x < v.x + v.w) and (y > v.y) and (y < v.y + v.h) then
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v:mousepressed(x - v.x, y - v.y, button, istouch )
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for _, guiElement in pairs(self.menus) do
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if guiElement.isActive then
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if guiElement:areCoordInside(x, y) then
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local xx, yy = guiElement:getRelativeCoordinate(x, y)
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guiElement:mousepressed(xx, yy, button, istouch )
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break;
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end
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end
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@ -251,10 +255,10 @@ end
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function MenuSystem:getDrawList()
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local drawList = {}
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for k,v in pairs(self.menus) do
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for name, guiElement in pairs(self.menus) do
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local drawObject = {}
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drawObject.name = k
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drawObject.depth = v.depth
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drawObject.name = name
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drawObject.depth = guiElement.depth
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table.insert(drawList, drawObject)
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end
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table.sort(drawList, function(a,b) return a.depth > b.depth end)
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@ -267,10 +271,10 @@ function MenuSystem:draw(dt)
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-- Draw all the menus
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self.drawList = self:getDrawList()
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for i,v in ipairs(self.drawList) do
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local v2 = self.menus[v.name]
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if (v2.isVisible) then
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v2:draw(dt)
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for _, drawObject in ipairs(self.drawList) do
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local guiElement = self.menus[drawObject.name]
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if (guiElement.isVisible) then
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guiElement:draw(dt)
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end
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end
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